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2 commits

Author SHA1 Message Date
e112ef5ee9 docs(combat): harden spec after two critic passes
Adversarial review found no blockers but several serious issues; fixed:
- determinism: require vendoring reikhelm-core's order-independent, version-
  stable Rng::fork (not DefaultHasher) + integer fixed-point internal state
  with documented per-stage rounding; carve out chance()'s IEEE-deterministic
  f64 compare as the sole hot-path exception
- pin a canonical within-tick resolution order (incl. step-0 controller
  decisions in actor-id order) as a determinism invariant
- close internal-consistency dead-ends: fatigue clamp [0,max_vigor], cap=0 as
  the explicit attrition-collapse trigger, regen floor + no-soft-lock rule,
  fix inverted ceiling-damage verb
- enrich instrumentation (pre-mitigation damage, per-stage mitigation, blocked-
  action + fail-reason, fill-flow accounting) + anti-turtle guardrail metric

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 23:51:12 -06:00
35c544e931 docs(combat): design spec for combined-pool combat system experiment
New sandbox experiment: a deterministic, fully-parameterized real-time
combat engine (EQ/Daggerfall lineage) built on a single combined Vigor pool
(health+endurance+mana) with ceiling/fatigue attrition, capacity-as-fill
stagger cascade, symmetric Actors + pluggable controllers, one composable
Ability model (skills==spells), and classless three-layer emergent identity.
Sim-first: headless deterministic engine + batch sweep harness + CSV/JSON
export for data-driven balancing. Rust engine (combat-core/combat-sim) +
Python analysis layer, in its own decoupled combat/ workspace.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 23:40:50 -06:00